Behind every game, there is a group of enthusiastic developers, bringing players joy after a long day of work or immersing in the imagination of a beautiful world. In a development team, different talents are needed, such as programmer, designer, artist, and game testing specialist, also known as QA. All these specialists work closely together to create great works.
This Labor Day, we would like to thank all associates for their hard work. Winking Studios also took the time to interview some of these hidden talents behind a game to show everyone their experiences, revealing their professional and excellent abilities. Follow along.
“There are roughly two types of game programmers: front-end and back-end. The main job of the front-end programmer is to develop games using engine tools, and it always has to be done as a team.
First, we will write a system editor so the game designer and artists can effectively put values and objects in the game. Constant discussions and revisions among the team are the only way to make a great game. The front-end programmer is also responsible for game maintenance and optimization. We will also pick up new ways of making things now and then so that we are always up to date as far as the latest technology goes.
The back-end programmer is responsible for making a structural database, establishing a bridge for communication between front-end programs, and setting up a server to transmit and store data.”
Tools used: Unreal Engine, Unity, C++, Go
“The narrative designer is responsible for composing a perfect blend of the story between the plot of the game, the characters, and the environment. The theme should also express the core concept and style of the game.
Whenever there is an event in the game, the narrator will first think about the essence and the elements of the event, then put together an appropriate game character to add a livelier dimension to the event.”
Tools used: Word, Excel, Unreal Engine, Unity
“A game designer is responsible for establishing in-game systems and rules. These include deciding whether the core gameplay is turn-based or real-time, what mechanism in-game characters use to enhance their abilities, the configuration and structure of the system interface, and the tutorial when the player first enters the game.
Our task is to create game design files with organized text and system flow charts. Then, discuss with programmers and designers, and make an efficient editor of the game system. The game designer essentially has to balance values, levels, plot, and playability.”
Tools used: Word, Excel, Unreal Engine, Figma
“In the early stage of game development, QA provides feedback on the gameplay and level design of the development team as a reference for the development direction. In the later stages of development, we must repeatedly use different control to check the parts in the game that need optimization. In addition, in the face of thousands of players, their various operations may cause problems. So, to drive out all the bugs, we will also simulate some abnormal operation procedures to try to destroy the game system, so to speak. Establishing a systematic test form and doing the column-based inspection is more helpful in accurately checking differnt stages of the game.”
Tools used: Word, Excel
“A 3D level designer's first job is to take what's on the paper and make a scene prototype of the game. When making a level in-game, we expect to adjust and optimize the scene quite often. Meanwhile, we design models, trigger animations, change scenes, generate special effects, and set the playable boundaries according to the game flow.
When constructing a scene, we put together assets based on the model from the concept artist. Then, by tweaking and adjusting values, lighting the scene, and post-production, we can bring the game to the players at this stage. The final touches are the visual and sound effects.”
Tools used: 3D Max, Maya, Blender, Substance Painter, Photoshop, Unreal Engine, Unity
“What a 2D concept artist does is research and generate ideas according to the text-based proposal of the game. When the first draft of the scene has been compiled, we go to the game designer to make sure it fully reflects the original idea. After the concept map is finalized, we will draw and disassemble a complete original drawing of the scene, so the 3D modelers can see the detail of each object when they edit the map.”
Tools used: Photoshop, Sai, Clip Studio
A big thank you to all the exceptional members of the Winking family. Let's keep growing and progressing together in this journey.
Have a safe and happy Labor Day!